ezEngine  Release 25.03
ezFrustum Class Reference

Represents the frustum of some camera and can be used for culling objects. More...

#include <Frustum.h>

Public Types

enum  PlaneType : ezUInt8 {
  NearPlane, LeftPlane, RightPlane, FarPlane,
  BottomPlane, TopPlane, PLANE_COUNT
}
 
enum  FrustumCorner : ezUInt8 {
  NearTopLeft, NearTopRight, NearBottomLeft, NearBottomRight,
  FarTopLeft, FarTopRight, FarBottomLeft, FarBottomRight,
  CORNER_COUNT = 8
}
 

Public Member Functions

 ezFrustum ()
 The constructor does NOT initialize the frustum planes, make sure to call SetFrustum() before trying to use it.
 
const ezPlaneGetPlane (ezUInt8 uiPlane) const
 Returns the n-th plane of the frustum.
 
ezPlaneAccessPlane (ezUInt8 uiPlane)
 Returns the n-th plane of the frustum and allows modification.
 
bool IsValid () const
 Checks that all planes are valid.
 
void TransformFrustum (const ezMat4 &mTransform)
 Transforms the frustum by the given matrix. This allows to adjust the frustum to a new orientation when a camera is moved or when it is necessary to cull from a different position.
 
ezFrustum GetTransformedFrustum (const ezMat4 &mTransform) const
 Returns frustum transformed by given matrix.
 
void InvertFrustum ()
 Flips all frustum planes around. Might be necessary after creating the frustum from a mirror projection matrix.
 
ezResult ComputeCornerPoints (ezVec3 out_pPoints[FrustumCorner::CORNER_COUNT]) const
 Computes the frustum corner points. More...
 
ezVolumePosition::Enum GetObjectPosition (const ezVec3 *pVertices, ezUInt32 uiNumVertices) const
 Checks whether the given object is inside or outside the frustum. More...
 
ezVolumePosition::Enum GetObjectPosition (const ezVec3 *pVertices, ezUInt32 uiNumVertices, const ezMat4 &mObjectTransform) const
 Same as GetObjectPosition(), but applies a transformation to the given object first. This allows to do culling on instanced objects. More...
 
ezVolumePosition::Enum GetObjectPosition (const ezBoundingSphere &sphere) const
 Checks whether the given object is inside or outside the frustum. More...
 
ezVolumePosition::Enum GetObjectPosition (const ezBoundingBox &box) const
 Checks whether the given object is inside or outside the frustum. More...
 
bool Overlaps (const ezSimdBBox &object) const
 Returns true if the object is fully inside the frustum or partially overlaps it. Returns false when the object is fully outside the frustum. More...
 
bool Overlaps (const ezSimdBSphere &object) const
 Returns true if the object is fully inside the frustum or partially overlaps it. Returns false when the object is fully outside the frustum. More...
 

Static Public Member Functions

static ezFrustum MakeInvalid ()
 Returns an invalid frustum with all planes set to zero.
 
static ezFrustum MakeFromPlanes (const ezPlane *pPlanes)
 Sets the frustum manually by specifying the planes directly. More...
 
static ezResult TryMakeFromPlanes (ezFrustum &out_frustum, const ezPlane *pPlanes)
 Sets the frustum manually by specifying the planes directly. More...
 
static ezFrustum MakeFromMVP (const ezMat4 &mModelViewProjection, ezClipSpaceDepthRange::Enum depthRange=ezClipSpaceDepthRange::Default, ezHandedness::Enum handedness=ezHandedness::Default)
 Creates the frustum by extracting the planes from the given (model-view / projection) matrix. More...
 
static ezResult TryMakeFromMVP (ezFrustum &out_frustum, const ezMat4 &mModelViewProjection, ezClipSpaceDepthRange::Enum depthRange=ezClipSpaceDepthRange::Default, ezHandedness::Enum handedness=ezHandedness::Default)
 Creates the frustum by extracting the planes from the given (model-view / projection) matrix. More...
 
static ezFrustum MakeFromFOV (const ezVec3 &vPosition, const ezVec3 &vForwards, const ezVec3 &vUp, ezAngle fovX, ezAngle fovY, float fNearPlane, float fFarPlane)
 Creates a frustum from the given camera position, direction vectors and the field-of-view along X and Y. More...
 
static ezResult TryMakeFromFOV (ezFrustum &out_frustum, const ezVec3 &vPosition, const ezVec3 &vForwards, const ezVec3 &vUp, ezAngle fovX, ezAngle fovY, float fNearPlane, float fFarPlane)
 Creates a frustum from the given camera position, direction vectors and the field-of-view along X and Y. More...
 
static ezFrustum MakeFromCorners (const ezVec3 pCorners[FrustumCorner::CORNER_COUNT])
 Creates a frustum from 8 corner points. More...
 
static ezResult TryMakeFromCorners (ezFrustum &out_frustum, const ezVec3 pCorners[FrustumCorner::CORNER_COUNT])
 Creates a frustum from 8 corner points. More...
 

Detailed Description

Represents the frustum of some camera and can be used for culling objects.

The frustum always consists of exactly 6 planes (near, far, left, right, top, bottom).

The frustum planes point outwards, ie. when an object is in front of one of the planes, it is considered to be outside the frustum.

Planes can be automatically extracted from a projection matrix or passed in manually. In the latter case, make sure to pass them in in the order defined in the PlaneType enum.

Member Function Documentation

◆ ComputeCornerPoints()

ezResult ezFrustum::ComputeCornerPoints ( ezVec3  out_pPoints[FrustumCorner::CORNER_COUNT]) const

Computes the frustum corner points.

Note: If the frustum contains an infinite far plane, the far plane corners (out_points[4..7]) will be at infinity.

◆ GetObjectPosition() [1/4]

ezVolumePosition::Enum ezFrustum::GetObjectPosition ( const ezBoundingBox box) const

Checks whether the given object is inside or outside the frustum.

Test:
Not yet tested

◆ GetObjectPosition() [2/4]

ezVolumePosition::Enum ezFrustum::GetObjectPosition ( const ezBoundingSphere sphere) const

Checks whether the given object is inside or outside the frustum.

Test:
Not yet tested

◆ GetObjectPosition() [3/4]

ezVolumePosition::Enum ezFrustum::GetObjectPosition ( const ezVec3 pVertices,
ezUInt32  uiNumVertices 
) const

Checks whether the given object is inside or outside the frustum.

A concave object might be classified as 'intersecting' although it is outside the frustum, if it overlaps the planes just right. However an object that overlaps the frustum is definitely never classified as 'outside'.

Test:
Not yet tested

◆ GetObjectPosition() [4/4]

ezVolumePosition::Enum ezFrustum::GetObjectPosition ( const ezVec3 pVertices,
ezUInt32  uiNumVertices,
const ezMat4 mObjectTransform 
) const

Same as GetObjectPosition(), but applies a transformation to the given object first. This allows to do culling on instanced objects.

Test:
Not yet tested

◆ MakeFromCorners()

ezFrustum ezFrustum::MakeFromCorners ( const ezVec3  pCorners[FrustumCorner::CORNER_COUNT])
static

Creates a frustum from 8 corner points.

Asserts that the frustum is valid after construction. Thus the given points must form a proper frustum.

◆ MakeFromFOV()

ezFrustum ezFrustum::MakeFromFOV ( const ezVec3 vPosition,
const ezVec3 vForwards,
const ezVec3 vUp,
ezAngle  fovX,
ezAngle  fovY,
float  fNearPlane,
float  fFarPlane 
)
static

Creates a frustum from the given camera position, direction vectors and the field-of-view along X and Y.

The up vector does not need to be exactly orthogonal to the forwards vector, it will get recomputed properly. FOV X and Y define the entire field-of-view, so a FOV of 180 degree would mean the entire half-space in front of the camera.

◆ MakeFromMVP()

ezFrustum ezFrustum::MakeFromMVP ( const ezMat4 mModelViewProjection,
ezClipSpaceDepthRange::Enum  depthRange = ezClipSpaceDepthRange::Default,
ezHandedness::Enum  handedness = ezHandedness::Default 
)
static

Creates the frustum by extracting the planes from the given (model-view / projection) matrix.

If the matrix is just the projection matrix, the frustum will be in local space. Pass the full ModelViewProjection matrix to create the frustum in world-space. If the projection matrix contained in ModelViewProjection is an infinite plane projection matrix, the resulting frustum will yield a far plane with infinite distance.

◆ MakeFromPlanes()

ezFrustum ezFrustum::MakeFromPlanes ( const ezPlane pPlanes)
static

Sets the frustum manually by specifying the planes directly.

Note
Make sure to pass in the planes in the order of the PlaneType enum, otherwise ezFrustum may not always work as expected.

◆ Overlaps() [1/2]

EZ_FORCE_INLINE bool ezFrustum::Overlaps ( const ezSimdBBox object) const

Returns true if the object is fully inside the frustum or partially overlaps it. Returns false when the object is fully outside the frustum.

This function is more efficient than GetObjectPosition() and should be preferred when possible.

◆ Overlaps() [2/2]

EZ_FORCE_INLINE bool ezFrustum::Overlaps ( const ezSimdBSphere object) const

Returns true if the object is fully inside the frustum or partially overlaps it. Returns false when the object is fully outside the frustum.

This function is more efficient than GetObjectPosition() and should be preferred when possible.

◆ TryMakeFromCorners()

ezResult ezFrustum::TryMakeFromCorners ( ezFrustum out_frustum,
const ezVec3  pCorners[FrustumCorner::CORNER_COUNT] 
)
static

Creates a frustum from 8 corner points.

Returns EZ_SUCESS with a valid outFrustum if the operation was successful and EZ_FAILURE otherwise.

◆ TryMakeFromFOV()

ezResult ezFrustum::TryMakeFromFOV ( ezFrustum out_frustum,
const ezVec3 vPosition,
const ezVec3 vForwards,
const ezVec3 vUp,
ezAngle  fovX,
ezAngle  fovY,
float  fNearPlane,
float  fFarPlane 
)
static

Creates a frustum from the given camera position, direction vectors and the field-of-view along X and Y.

The up vector does not need to be exactly orthogonal to the forwards vector, it will get recomputed properly. FOV X and Y define the entire field-of-view, so a FOV of 180 degree would mean the entire half-space in front of the camera.

Returns EZ_SUCESS with a valid outFrustum if the operation was successful and EZ_FAILURE otherwise.

◆ TryMakeFromMVP()

ezResult ezFrustum::TryMakeFromMVP ( ezFrustum out_frustum,
const ezMat4 mModelViewProjection,
ezClipSpaceDepthRange::Enum  depthRange = ezClipSpaceDepthRange::Default,
ezHandedness::Enum  handedness = ezHandedness::Default 
)
static

Creates the frustum by extracting the planes from the given (model-view / projection) matrix.

If the matrix is just the projection matrix, the frustum will be in local space. Pass the full ModelViewProjection matrix to create the frustum in world-space. If the projection matrix contained in ModelViewProjection is an infinite plane projection matrix, the resulting frustum will yield a far plane with infinite distance.

Returns EZ_SUCESS with a valid outFrustum if the operation was successful and EZ_FAILURE otherwise.

◆ TryMakeFromPlanes()

ezResult ezFrustum::TryMakeFromPlanes ( ezFrustum out_frustum,
const ezPlane pPlanes 
)
static

Sets the frustum manually by specifying the planes directly.

Note
Make sure to pass in the planes in the order of the PlaneType enum, otherwise ezFrustum may not always work as expected.

Returns EZ_SUCESS with a valid outFrustum if the operation was successful and EZ_FAILURE otherwise.


The documentation for this class was generated from the following files: